![]() I have been trying to get to grips with some more advanced raycasting concepts, and being able to code something up in sandbox and see the effect of every change is immensely useful.īelow are a bunch of my GLSL sandbox creations (batman symbol added by   Generally the author will leave their twitter account name in the source code. There have been a few other Webgl based shader editors like this in the past such as Shader Toy by Iñigo QuÃlez (aka IQ of Demo Scene group RGBA) and his more recent (though I believe unpublished) editor used in his fascinating live coding videos.įinished compositions are published to a gallery with the source code attached, and can be ‘forked’ to create additional works. ![]() The latest version even has syntax and error highlighting, even bracket matching. Code is recompiled dynamically as the code changes. It gives you a transparent editor pane in the foreground and the resulting compiled fragment shader rendered behind it. Recently I have been playing around with GLSL Sanbox ( github), a what-you-see-is-what-you-get shader editor that runs in any WebGL capable browser (such as Firefox, Chrome and Safari). Textures can be used as the source of diffuse for a material or used for as input into other functions (e.g. I’ve recently also added support for textures. 3D perlin noise) to object defining the blend region.įractals composed of multiple materials can be created by copying the transformed position during the fractals construction and using distances from it for the material interpolation. Effects like dithering to the blended region can be achieved simply by adding noise (e.g. The size of the blend region is easily adjusted. The outer material on the torus is defined by the distance from the pre-eroded torus. The lava/rock material here is defined by the signed distance from a plane with the outer/positive area having the rock, the inner the lava. ![]() In addition to the diffuse colour, blended materials may have different values for other properties like roughness, shininess and emission. Multiple materials can be interpolated based on a distance to another object, which may be another object visible in the scene, or one purely used by the material. Below are some examples of complex volumetric materials.
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